Cyber-Knight Job
The Cyber-Knights are a class
of paladin-like fighters, although there are some Fallen Knights.
Their abilities in Rifts RPG were good, but their abilities were
greatly enhanced in Cyber-Knights: Siege on Tolkeen Book 4.
How to Get It:
Talk to Lord Coake or Refine a Cyber-Knight. Do remember that
Jobs are distinct from training. A nice ability one can get is to
get training so they act like Jobs.
Abilities:
L1 Abilities: The
Cyber-Knight has quite a few abilities now.
- If the character does not
have a P.E. 11 or M.E. 11, they get raised to that. If
they Master Cyber-Knight Job, they will keep that minimum
(remember that high level characters will likely have far
more than just P.E. 11, but M.E. 11 minimum is nice).
- Psi-Shield at level 1
(Rifts) proficiency. If the character is a natural
psionic, then Psi-Shield and all other conventional
psychic powers (NOT the Psi-Swords) are at his regular
proficiency.
- The character knows how to
meditate to restore his I.S.P. and HP faster and to rest.
- The Cyber-Knight has a
base P.P.E. of 6D6, a pretty high non-mage level.
- The Cyber-Knight Job is
likely psionic. The Cyber-Knight gets abilities such as
Alter Aura, Empathy, and Sixth Sense. In additional,
natural psychics gain a few more abilities.
- The Cyber-Knight's main
power, the deadly Psi-Sword! The Cyber-Knight's psi-sword
is natural and costs no I.S.P. It does 1D6 M.D. at first
level (probably 5D6 S.D.C. or similar in non-M.D.C.
worlds). The weapon is naturally blue-white and is a
shaft of energy, but more colors and shapes are unlocked
after experience. The shape can be virtually any
non-projectile weapon: morning star, axe, sickle, hammer,
and so on. All damages are identical, but range and
versatility will vary. These on-the-spot changes require
two melee actions. Creation of a non-sword Psi-weapon
counts as one melee action, as does changing the color. A
pure white psi-sword takes five melee actions and burns
one melee action per round, not to mention a -10% on all
skills. However, in my opinion, it should add an
additional +1D6 or +2D6 or so.
- The Cyber-Knight's
Cyber-Armor. Cybernetically grafted armor with an A.R. of
16 and 50 M.D.C. on the chest plater.
- +1D4 M.A., M.E., P.S.,
P.E. and Spd.
- +1D4x10 S.D.C.
- +1 attack per melee, +3 to
initiative, +2 to pull punch, +2 to disarm.
- A Dream Vision which
directs the Cyber-Knight. This is unlikely as far as a
Job goes, so if the character has a Dream Vision while he
has the Job equipped, play VERY close attention to it; it
is monumentally important.
- The character has a number
of nice O.C.C. skills, including Horsemanship:
Cyber-Knight, 2 Ancient and Modern Weapon Proficiencies,
and Hand to Hand: Martial Artists. In addition, they get
12 additional O.C.C. skills, although two must be from
the Physical Category (stuff like body building) and
three must be W.P.s.
L2 Abilities: This is a
fairly minor level. The character learns Paired Weapons, gains
some I.S.P., +1 to save vs. Horror Factor, and appropriate skill
bonuses. If the character is a Master Psionic, then they get an
additional +1D6 M.D. to Psi-Sword damage.
L3 Abilities: This is a
better level. The Cyber-Knight learns Combat Acrobatics (no
strike penalty when moving), +1D6 M.D. to Psi-Sword damage, more
I.S.P., bonuses to skills and an additional two skills.
L4 Abilities: This is a
nice level. First of all, the Cyber-Knight's Cyber-Armor becomes
a part of the Cyber-Knight! In addition, it begins growing in
power; +1D6 M.D. to chestplate and +1 M.D. to all other sectors.
Second, the Cyber-Knight begins getting the anti-technology
powers. The character has bonuses against ANY machine with moving
parts, electricity, or a computer chip (virtually any high-tech
weapon)! The ability is a powerful awareness. This power negates
any bonuses provided by the weapon, add +3 to intiative against
modern guns and +6 against robots, +3 to parry and dodge, and the
opponent is -3 to dodge and loses 2 melee attacks because they
have to spend time compensating their meager skills against this
opponent. And of course, typical I.S.P. and skill bonuses.